Armor Check Penalty
You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that you are required to be trained in it to have a chance of succeeding.
Disable Trap
Make a Thievery check to prevent a trap from triggering. You need to be aware of a trap to try to disable it. Make a Perception check to find a hidden trap.
Disable Trap: Standard action in combat or part of a skill challenge.
✦ DC: See the table. You get a +2 bonus to the check if you use thieves’ tools.
✦ Delay Trap: You get a +5 bonus to the check if you try to delay a trap, rather than disable it.
✦ Success: You disable or delay the trap. Disabling a trap makes it harmless until it resets. Delaying a trap makes the trapped area safe for passage until the end of your next turn.
✦ Fail by 4 or Less: Nothing happens. You can try again as a new action.
✦ Fail by 5 or More: You trigger the trap.
| Trap | Thievery DC |
|---|---|
| Heroic tier | 20 |
| Paragon tier | 30 |
| Epic tier | 35 |
Open Lock
Make a Thievery check to pick a lock.
Open Lock: Standard action in combat or part of a skill challenge.
✦ DC: See the table. You get a +2 bonus to the check if you use thieves’ tools.
✦ Success: You pick the lock.
✦ Failure: You can try again as a new action.
| Lock | Thievery DC |
|---|---|
| Heroic tier | 20 |
| Paragon tier | 30 |
| Epic tier | 35 |
Pick Pocket
Make a Thievery check to lift a small object (such as a purse or an amulet) from a creature without that creature being aware of the theft. It must be an object that the creature isn’t holding.
Pick Pocket: Standard action.
✦ DC: DC 20 + one-half your target’s level. If in combat, you take a –10 penalty to your check.
✦ Success: You lift a small object from the target without the target noticing.
✦ Fail by 4 or Less: You don’t get the object, but the target didn’t notice. You can try again as a new action.
✦ Fail by 5 or More: You don’t get the object, and the target notices your failed attempt.
Sleight of Hand
Make a Thievery check to palm an unattended object small enough to fit into your hand (such as a coin or a ring) or to perform an act of legerdemain.
Sleight of Hand: Standard action in combat or part of a skill challenge.
✦ DC: Base DC 15.
✦ Success: You palm an unattended, small object or perform an act of legerdemain.
✦ Failure: You can still pick up the object, but onlookers see you pick it up, or they see through your act of legerdemain.